Computer Enhancements

A thread of 4 messages, 26 April 1992 to 5 May 1992, in the order they were sent.

#4001 Computer Enhancements

In a game today a player requested of me equipment that could enhance
his handguns skill (ie heads up battle disply or somethin) .


What do people out there use ??????

BTW To the person who is (or was?) playing 'Vouf in the PBEM,
do you have any stats for thos cyber gloves of his ?????

Edmund

#4007 Re: Smart weapons and cybergloves

> Date: Sat, 25 Apr 92 20:56:13 EST
> From: [email removed] (Adam Naylor)
> Subject: (4001) Computer Enhancements
>
> In a game today a player requested of me equipment that could enhance
> his handguns skill (ie heads up battle disply or somethin) .
>
> What do people out there use ??????

This varies strongly based on what the ref will let you get away with.
The cybernetic guidance systems that Richard tacitly approved for the
weapons 'Vouf uses in the PBEM were scaled down by a huge amount when
Mark and I took over.

> BTW To the person who is (or was?) playing 'Vouf in the PBEM,
> do you have any stats for thos cyber gloves of his ?????

I couldn't run them if I didn't. The gloves themselves, as run in
the PBEM, are one-of-a-kind works of art, and require no particular
rules underpinning. Mark relies on me not to go any further overboard
with them than I have already, and I should point out that they carry
strong negative points as well-- until recently, 'Vouf was physically
dependent on the gloves, and the rest of the party can only guess at
the psychological love/hate relationship he has with them even now....

Rob Dean and I have toyed with putting together a rules system for them
for publication in CHALLENGE, and that has (along with my article on
nonlethal weapons cowritten with Hans Rancke-Madsen) stalled due to my
work commitments. I do hope to finish both eventually, with their help
and that of Mark Cook, who has also consulted with me on these matters.

- --

Mike Metlay
[email removed]
[address removed]

#4069 Handgun Skill Boosters

I saw this post recently,
> Date: Sat, 25 Apr 92 20:56:13 EST
> From: [email removed] (Adam Naylor)
> Subject: (4001) Computer Enhancements
>
> In a game today a player requested of me equipment that could enhance
> his handguns skill (ie heads up battle disply or somethin) .
>
> What do people out there use ??????

A Telescopic scope may be placed on a handgun just as on a rifle with the
same skill table as for range.  At TL 8 a laser projection scope may be
used.  The primary advantage of the laser scope is that it doesn't require
a phase delay to look through a scope when you make your shot.
 I have never created 'smartgun' rules for using a personal HUD. It would
be an obvious developement.  I will get right on it...

 This is from
     [email removed]
who doesn't have their own obnoxious signature yet

#4075 Heads up battle display

> Date: Sat, 25 Apr 92 20:56:13 EST
> From: [email removed] (Adam Naylor)
> Subject: (4001) Computer Enhancements
>
> In a game today a player requested of me equipment that could
> enhance his handguns skill (ie heads up battle disply or
> somethin).
> What do people out there use ??????


E-Tek was the name of the company that sold "Personal Heads Up Battle
Field Display Technology".  It was really cool stuff dependending on
what tech level you bought the equipment at.  Characters tended to get
very nervous when they found out the heavies had E-Tek gear, much more
than if little red dots showed up over vital spots.  (Laser sights)

Tech 9 to 11:
	Bulky stuff, mostly good for attachment to combat armor and
	vac suits.  Cables connect to the weapon sight.  Sights tend
	to be 'mono-purpose', either regular sights, infra-red, or
	light enhancement units.
Tech 12 to 13:
	Less bulky than previously.  Some units are equipped with
	radio rebroadcasters so that a command unit can watch over the
	platoon.  Still requires a helmet to be able to use; however,
	the helmet does not have to be connected to combat armor or a
	vac suit.  'Multi-purpose' sights sights are introduced, with
	a switch to change between regular sights, infra-red, and
	light enhancement mode.
Tech 14:
	Helmet is replaced with 'wrap-around sunglasses' type display
	unit.  The user's body is used for transmitting the
	information between the weapon sight and the display.
	Additional electronics are added to optimize the display
	regardless of the light conditions.
Tech 15+:
	The helmet is completely replaced with contact lenses or
	optical implants depending upon the $$, tech level and whim of
	the referee.  Additional information can be obtained from
	battlefield computers, IFF data, grid location, range and
	distance, etc.

For additional cost and weight sighting capabilities can be obtained
for the next tech level bracket.  For example on a tech 10 planet you
could buy a rather bulky unit that has is switchable between regular
sights, infra-red or light enhancement mode.

Oh, you wanted prices and weights?  I have that somewhere.  It is
more than likely in the same place as my 4.3bsd release tape.

I need a better way to convert everything to online format.

- --
Matthew Goldman            E-mail: [email removed]
Fax: [phone removed]                 Work: [phone removed]
"We locked our keys in the flying saucer - do you have a
 coathanger we could borrow?"